Breeding Season is the unholy combination of a farming sim and a sex game. Breed a variety of sexy monsters together for sale to adventurous clients. Featuring Catgirls, Dickwolves, Harpies; you name it. Currently in early alpha.

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Friday, May 23, 2014

Upcoming Gameplay Changes

Alright, I said this would be on Thursday, but it's just barely on Friday due to my silly sleep schedule :P.

First of all, we're over $11k and close to $12k! Thanks again for all of your awesome support. The amount this game is growing is spectacular, and I never would've imagined it! I've went ahead and added in an additional goal to bring our small team up to four members!

As for the voting website, it's still a ways off unfortunately, but I do plan on devoting some time to getting it closer to finally being up and running after the 30th. I also plan on throwing together a wiki in the near future, so that it'll be easier to find information about how to play the game and what planned features we have.

Now, as for what you can expect for upcoming design changes to the game in the near future:

Monster Donation
This is hinted at by some of Roxie's dialog, but soon I'm going to introduce the ability to donate monsters that you don't want or can't sell to the guild. Doing so will earn you "Guild Points" based on the quality of the monster that you donate. You'll be able to spend these points in order to get a number of services from the guild.

By spending Guild Points you'll be able to upgrade both Roxie's and Kay's shops to hold more stock (increasing how many new monsters you generate when you restock), and you'll be able to upgrade the stats and traits of the monsters the shop carries (this will replace the steady growth of store monsters' stats/traits currently in the game). You'll also be able to place "orders" for the shops to carry more of a particular monster type, a particular trait, or a particular consumable for the next few days. You'll also be able to spend Guild Points to refresh a client that has a particularly annoying request and replace them with a new one.

Every time you purchase a particular guild service the cost to buy it again will go up, similarly to how restocking works.

You'll still retain the ability to release monsters into the wild if you so choose instead, and in the future this will allow you to gain reputation with Kala as well as work into some special events.

Stats
Stats are going to be reworked significantly. This change may take a while to make it into the game, as it is a big change and will require most of the consumables and traits to be reworked. The point of the changes are to simplify the stat system overall but to increase the meaningfulness of your choices in raising particular stats over each other. One of the big things I want to focus on is making it so that the optimal strategy for breeding monsters/making money changes based on things that will be unique to your particular situation, rather than there always being one best strategy. Unlocking particular traits will make focusing on raising particular stats more beneficial, etc.

Level: Stats will now be out of 100 rather than 1000. Each stat will have its own "XP" bar, and instead of the system now where breeding directly raises/lowers stats, the stats will "level up" once they reach a certain amount of XP from breeding. It won't be possible to lower stats. In addition, your monster will have an overall "Level" and a "Level Cap". Every time one of their stats levels up, the monster's Level will go up. Once your monster reaches its Level Cap, it can't raise its stats anymore (this will replace the existing stat cap system). Also, every time your monster levels up, it will make it require more XP to level up any of its stats. This means that putting levels in one stat will actually make it harder to put levels in another stat, and you will have to choose which stats you want to focus on.

Breeding Modifiers: The amount that your monster raises the XP of a stat for another monster it's breeding with will be based on its own level in that stat multiplied by its breeding modifier. Breeding modifiers will be clearly displayed numbers (rather than being sort of nebulous like they are now). By default breeding modifiers will be zero, but particular monster types will carry higher breeding modifiers in particular stats, which can be inherited.

Consumables: The growth modifier (MOD) will be removed entirely. Instead, consumables will now actually directly raise the XP of a monster's stats based on their quality. This means that if you have a particular monster you want to raise the stats of, you'll want to both breed it and feed it every day.

Stat effects:STA: Will increase the number of times a monster can breed/harvested each day, but will do it as an average over time. For instance, if a monster has 25 STA, it would be able to breed "2.5" times a day on average, which means that each day it will have a 50% chance to be able to breed 3 times and a 50% chance to be able to breed 2 times. This means that each level of STA will matter rather than only every 10th level mattering.

STR: Increases the magnitude of the monster's breeding modifiers.

DEX: Decreases the time it takes for a monster to perform actions.

CHA: Increases the amount of money the monster is worth, as well as the amount of happiness another monster gains from breeding with it (explained below).

WIL: Increases the number of times the monster can be fed each day (in a manner similar to STA), and increases consumable quality.

FER: Changed to mean fertility rather than ferocity, raising this stat will directly increase the rate of producing offspring for this monster.

Happiness: Monsters will have preferences (they may prefer males, females, particular monster types, monsters with particular traits, etc). Preferences will be heritable but also have a chance to be imparted on a monster by repeated breeding or feeding (breeding a monster repeatedly with another monster may make it develop a specific preference for that monster, etc). When you breed or feed a monster according to its preferences its happiness will go up. When you breed or feed them against their preferences its happiness will go down. Depending on the happiness of the monster, it will change the rate of random good or bad events involving the monster. Bad events will make you lose time, reduce the number of times the monster can breed that day, lose money, etc. Good events will do the opposite, giving you free stats or consumables, etc.

Now, I can't give an ETA of when these changes will go into the game. I plan to get monster donation working relatively soon, but the stat changes may have to come later. Hopefully this gives you guys an idea of what kind of stuff I plan on introducing to alter the game play.

If you have any questions or suggestions feel free to leave them in the comments and I'll try to respond to which ones I can.

Im against having a gallery. This is probably the only sex game I've played that has enjoyable game mechanics outside of sex. After a bit of breeding and completing contracts I found that I was well established enough to match up any pair I wanted to. It kind of becomes a build-your-own g gallery.

To tell you the truth, unless the animations are given a cumming scene similar to how they had in the beginning a gallery is just going to be consistent of looping animations which can get pretty boring. Though a gallery would be a good thing for a debug code.

I'm really hoping that at some point every sex animation will have a possible cum ending scene. This not only makes it more fappable(trademarking that shit), but also shows WHY you/your monster didn't get pregnant, which is why I was confused the first time I saw the pc sex animations. Speaking of which, why are the pregnancy chances so low by default? I feel that you should be able to choose wether or not you WANT the monster to get pregnant, and that changes the chances of that, even changing the animation(I am aware this is a lot of work, but it would be worth it, and besides, it's not like this wasn't going to be a shit ton of coding anyways). For your consideration, H-bomb and S-purple, I give you this fan idea.

What about filling the sex, harvest, scenes with lesser animations or even pics?I think the style used to the monsters in their pens will work. Just monochromatic silhouettes with little or no animation.That way you can work in the game itself, sill later designs and animations but still test the improvements as WIP a little better than the text showing missing animation.It would get a better idea of what the game is becoming. bet is not too hard to do, neither takes too much time.

If you tie it to an achievement or leveling system, it may be worthwhile. Every time you reach a plateau of paying back your debt you could unlock pictures, or every time you breed a certain monster type a large number of times or level stats past a specific level you may unlock pictures. Probably a tertiary priority right now, but worth a thought.

1. Are NPC x breeder scenes ever gonna happen? Of course I imagine it's very low priority, but it would be amazing if they all got at least one :^)2. Is breeder customization ever going be an option?3. When abouts can we expect some hint or preview of the butt stallions (and maybe the donation monsters...?)Thank you for the update and hard work as always.

1. Yep, pretty much all the NPCs will have at least one sex scene eventually.

2. Yes, we want to do breeder customization, but that's a long way off.

3. S is taking his time on the stallion design, after deciding his original design would need to be reworked (http://24.media.tumblr.com/6c8f4b0b3bff8e8695d662f3901bee05/tumblr_n5zultgXmE1sb49q1o1_1280.png :P). Mittsies is also giving input on this one. You should see it at least by next month, though. Likewise with the donation monsters.

Happiness looks complicated as hell to implement, but adding that layer of randomized events will make the game that much more fun to play through - The only suggestion I can leave is ensure that youve got a pile of events ready before you release that feature, because nothing is worse than seeing the same 'random' event playing over and over.Stat plans look excellent, and the Guild point are something that allows the player to control their own pace, which is always important and appreciated.I'm excited.

All thats left are questions!Are you still on track for the 30th update?what can we expect to see in it?

After realizing there are 31 days in this month, I am considering pushing the update back to the 31st, because for some reason I'm always a day late :P.

That said, we're still all on track for the update. Right now I can promise demons and more animations, everything else is up in the air. I would like to have the monster donation system all up and running, but I can't guarantee it yet.

Hartista, I used to be one of your most outspoken critics.You're consistantly awesome now, keeping us updated.The way you're currently running the show works great - except maybe that sleep schedule :p

My first thought was "That's not more simplified..." but benefit of the doubt on that aspect. A lot of that's nice. I like fertility getting it's own stat, preferences will be a good way to add some interesting game play mechanics and personality. happiness, when implemented, make sure you have a few events day 1. Like hell, at least 5 per. It's a good idea but it will get very old with 1 positive event and 1 negative event, many of them name swapped versions of each other. That would be a great way to kill my enthusiasm.

Some suggestions from brain storming:I know it's been suggested we will get a sex scene with all the npcs. After much thought I've decided I don't want a sex scene with Delilah. I want to throw her in my pens. Rent out those ovaries to a demon, maybe have her pass down a unique trait. Nab the rest of her priestesses we keep hearing about too, more the merrier. give me a 'shrine' pen to house the former worshipers of the goddess turned into worshipers of the monsters. Will be all the better with the happiness system in place.

It feels weird getting my farm up to a certain point of ridiculousness. My current 5/8 date has 10 true breeding, 10 breeding stock, 10 fertility, 10 grease lightning, 10 iron will, 10 added value, 10 boundless potential, Human adaptability, no downsides, nurturing, altruistic, rejuvenating aftertaste, sour, hearty and futanari. I think I was working on incorrigible when I stopped. I have this on every monster. They are born with 500 of all stats, capped maximums and take roughly 4 interactions to hit relatively close to cap with 136% chance to breed and as an added bonus, have green + on all stat growth. For all intents and purposes I've effectively hit the end of progression, cranking out monsters that sell to bronze for 15k day 1 of there existence. This brings up 2 thoughts.

1.) That's way to easy/ to early to succeed. if you make it okay through your first 2 weeks you basically have the game. Number generator pisses on you and you may not even make Delilah's first deadline, but if you do, games half way done.

2.) Any breeder that IS that successful would really be changing things in the area. I'd be driving just about everyone else out of business. I'd like to interact with other breeders a little more, I'd like to see some of these npcs join my farm and help out in some way. Eventually, when you do have a a great income and have Delilah thrown in the pens, I'd like something to do with the money.

And now it's something interesting. Personally, i do find the existing system quite odd, unflexible and full of cheating exploits (Ubermensch in 3 days by a catgirl squirt). And things you are announcing are just a perfect exchange and a good base for differing the gameplay.

However, I cannot understand the happiness system. You mean I have a chance to receive a male monster who is into males, when I don't? Even though it's not something serious, I usually have to mate males for raising stats (but I feel like a betrayer after that, lol), that sounds strange.

I think you DO understand it. If you mate two males, then the ones who aren't so inclined SHOULD be a bit unhappy about it. On top of that, you risk showing them something they otherwise wouldn't realize that they were missing..zOMGlitch==+=0-... Now, when you try to breed them with a partner that can't also massage their prostate, they just aren't satisfied.

Hopefully it won't simply be a swinging door, but actually cause some kind of permanent change that can't be erased by simply doing the opposite. I would be very disappoint, son. Once their eyes are opened to something they crave, simply forcing them to only have the other would only serve to frustrate or even stoke their new desires.

Really excited about these changes, especially the stat rebalance. It seems to have more longevity than the current meta, in the sense that you wouldn't just get all positive breeding mods and get the 1000 cap within a few days of breeding, but now instead it seems best to choose which stats you want for your particular monsters individually, as maxing all seems like quite a task.

for me this changes sounds pretty reasonable, and will make the game mechanics more intuitive

the only thing i don't get is the way the new stamina stat will work, i think the luck factor could be a bit unfair and frustrating, i mean, if you use a 100 grade scale, it seems logical to have a more measurable and predictable behavior

Is it possible for there be good/bad events based on weather or not the player is pregnant? Because I think it would be funny seeing the reaction on Delilah's face when she see's you pregnant with a monsters child lol.

Do you have any plans to make the generation of consumables more time/click efficient? As it stands consumables are an interesting concept but generally it takes half a day or more to visit a few pens, harvest a monster or two, and feed a third with the results. (not to mention the multitude of clicks involved in visiting the pen, selecting a monster, and repeated harvesting/feeding) If there were some way to passively acquire consumables maybe I would produce more of my own rather than just buying what I can from the item shop when it is available.

Perhaps a few ranch hands or access to milking machines could be an option for the new guild point system? I really like the direction towards which you are moving the reworked consumables system, but I don't relish the thought of manually harvesting and feeding a prize monster or two every day.

One last curiosity from me, if FER is now fertility rather than ferocity, what will control how many times a monster can eat per day? Just one item per day? Will it be based on a different stat?

There will absolutely be both a "Harvest All" button (a TON of people have been clamoring for it), and a milking machine upgrade you can get that will let you automate harvesting, it's just a matter of when I get around to implementing them.

Excellent! Glad to hear it man. Im very interested in the rejiggering of stats you have proposed. The old system had a few inherent flaws (the inevitable and exponential increase of monster quality) but what you have recently proposed seems fairly clever and well thought out. Can't wait to see the implementation.

harista why not add a special trait that can be unlocked using debug like speaking making it to where if you use that debug you can select one monster that has human intelligence 5+ to be able to speak when you harvest their consumables and breed with them plus why not add things like Easter eggs or secrets you cant get using debug codes

The new stat definitions sound extremely. Too be honest, raising the stats of your monsters can be a bit of a grind (no pun intended) having them tied to actual benefits your monster can experience is way more preferable. I look forward to seeing this implemented.

With this new system will there be a way to raise monster level caps eventually so that you can start breeding monsters that are increasingly high quality? Your present stats system is a bit of a chore to work with at times and it breaks after a point when you have monsters with the best of everything during month 1 if you are patient enough with the abusable bits. I do still like being able to produce monsters that have all stats maxed out eventually so is there a plan to work that in with your new system? I would like to be able to pull it off if it is possible in your upgraded system ^.^ and your redesign helps prevent you acquiring maximum in all stats for monsters for at least 4+ months in game with you trying your damndest to improve level caps with a huge bowl of luck added.

There will be ways to increase monster level caps, but it will generally be most efficient to do so through breeding new offspring with higher caps.

You'll be able to completely max out a monster, but I intend to make it very, very hard. As in, requiring well above the amount of time it will take you to beat the game to pull off. I want to make having a max-stat monster a big accomplishment.

The logic behind all those changes is pretty sound, no question about that. But i really do believe that the majority of the people visiting this place would like to see different changes first. I think it's is safe to assume that most people would rather like to see more graphic/style improvement over system improvements. Why is that? Because the game works as it is. However, even the old versions had tons of scenes and images/backgrounds missing/not implemented. Not to mentioned hinted at scenes with npcs. System changes are good. No doubt. But they are not that pressing. So, i would propose to concentrate on the graphical overhaul and the expansion of content first. The underlying system can be changed later on.

You got things backwards :P. The game fundamentals have to be in place before we can focus on polishing content. I know full well that what players want to see are new animations/monsters/events, but again, this is an alpha. We need to get all the systems in place and finalized first, then we can expand. We don't want to be changing underlying systems when we have a ton of content that will have to be totally reworked to fit with it. The more finished the systems are the quicker and more efficiently we'll be able to add more content in the future.

At any rate, we've got three people working on this project now, two of which are entirely dedicated to art/animations, so you'll still be seeing plenty of that content in updates even as I, personally, focus on reworking the game fundamentals. If we can manage it, I want to have all the monster overhauls done (along with the new patron monsters) by the end of July. From then on out it will be all-new content.

Though, man Hbomb, you gotta be careful about letting out internal goals. In my life, I think I've actually hit one release that was on time with all originally-specified features, and I might be fudging that a bit.

Hey guys, it's my list of questions about the future game (Sorry for bad english):1. Is mixing races gonna happen?2.Will human(-ish) version of Buttstalion is going to be a centaur?3.Is there gonna be some laboratory where we could make some improvements?4. Are there gonna be more npcs?5.Are there gonna be more interactions with npcs except sex scenes? (I know it's a little pointless but I was curious)6.Can my character be injured or changed in some way during the harvests or breeding?7.Can my monsters die 'coz of hunger? I mean when I was playing I didn't fed some of my monsters for weeks and I thought that's a little non-realistic that they don't die.8.Could you improve the inventory, 'coz I think it has potential for some really interesting items, not just "food".9. Do you plan on making reputation collecting?Or something like that, 'coz you mentioned it writing about Kala?10. Are there gonna be more sex scenes and scenes where monsters didn't get pregnant like the guy far above me was requesting?11.Aside of clients in the game, is there gonna be some brothel or something? Like maybe Monster girl brothel and 'coz of it there could be some events where you could have some issues with the pimp or something like that?12.Do you plan to add just few new monsters to game or many more?And if many more then do you consider to put bestiary in your game?13.Will you improve sound in this game? I mean some dubbing would be sweet and what makes our life so great are sounds and music but I know you're still in alpha, right?.14. I'm looking forward for some eastereggs, jokes improvements etc.15.What types of monsters you want to have in game? Now you have flying, feral, demon, elves and other human like, and dragon type, not mentioning the alraune you've added recently (plant type) but it would be cool if you add for example water type. You could add some water type monsters , maybe giant ones like Fluffdragons and fairies too and i'm curious if you can manage to add some undead type like zombies or ghosts.16. Is quality of graphics gonna change?17. What about pregnancy and virginity? Is it possible to see some events about pregnancy and virginity should be atleast added to newborn monsters.18. Are there gonna be some ineractions with our world 'coz you showed us that beach is gonna be added19.Will currency be changed for example to gold, silver, bronze? I mean it could be helpfull if there were 3 types of currency: the lowest, bigger, the biggest.20. Will the main character have a possibility to eat consumables?21. Another pointless question: Is there ever be a wardrobe for our character?22. ANOTHER pointless question: Is there gonna be a pet option?23. Will you notice me sempai?

1. Maybe. Requires lots of work since hybrids are essentially an entirely new monster type. One idea I've been looking at is having certain smaller visual variations based on lineage: You might have a catgirl with black-colored eyes and more pointed elf-like ears if her father was an elf, etc.2. Not sure yet, S is working on the design. Probably not though, I think we'd rather have a centaur be a unique monster type.3. Yes. There will be multiple! You'll be able to get an alchemy lab where you can combine consumables and a gene lab where you can make genetic modifications to monsters. This is far future stuff, though.4. Of course, there will be plenty of new NPCs.5. Absolutely, you'll be seeing a ton more of the NPCs and be able to talk a lot more to them/do quests for them. The stuff in-game right now are just their intros.6. Dunno, haven't thought about it.7. Monsters feed on fulfilled desires, they don't have to eat food.8. Yes. I can. (And will)9. There will be a reputation system where you can build up relationships with various NPCs, leading to events, etc.10. Of course there will be new sex scenes. Not sure I understand the question.11. Maybe. I had ideas for a brothel matron character who's angry because monster breeding is driving her human brothel out of business, not sure if I'll run with it.12. Every new monster we add to the game increases the amount of work we have to do exponentially, so there's an upper limit on how many we can make. That said, if I'm able to hire more people then the number we can add goes up, so it'll depend on whether we become even more successful. One thing that you may see more of in the future are monsters that don't have animations/you can't have on the ranch but will still show up in events and that sort of thing.13. Mittsies plans on making some music for us, which I'm very excited about. I do want to add sound to the game, and we're considering getting a sound designer eventually. I'm extremely picky about voice acting so if we had any it would have to be fantastic, but that's not realistically in our budget.14. I'm looking forward to making them.15. As for what I'd like to add, the list is pretty much endless. As for what I will add, that remains to be seen.16. If you mean to ask if I'll replace all of my old art with S-Purples, then yes, I will. Also, there's plenty of stuff we still need to polish. The art style, the aliasing, etc, will all stay the same, though.17. Maybe.18. We want to have a ton of more exploration of the world outside of the ranch. Including seeing other towns, etc.19. Nah, I'm only gonna have one level of currency. That said, there's a really neat visual thing for your gil count that I still need to implement that S came up with.20. Maybe.21. Maybe.22. Maybe.23. Did you guys hear something? I think someone said something. Oh well, who cares.

Regarding 13, there are piecework sites where there are tons of voice actors willing to do small amounts of work for cheap. A friend of mine just put together the voice acting for his app using three of four different voices for about $100 altogether.

Would it be possible to add a "barn upgrade" type thing to increase the maximum number of a monsters of a certain type that you can own? Barn referring to the monster... House thing that i cant remember the name for that i'm just gonna call barns from now on. Anyway yeah like you can buy say the buttstalion barn for $2000 and then buy a second one for say 1500 or something. As for the map and actually accessing it, you can just make it so that when you click on the barn you have the numbers 1-2-3 pop up and you just click on the barn you want. That would be awesome because let me tell you, it really doesn't take long to fill up a barn when breeding, especially with the futa trait. It's like having two different monsters in one barn

Speaking of futa, something that just came to mind- wouldn't having futas and regular female monsters under the same roof mean an occasional offspring would pop up? Ya know?

When you say "It won't be possible to lower stats", does that mean just stat levels, or not lowering at all? Will monsters lower XP? I ask because I currently enjoy the complication of monsters that give penalties when breeding. That being said, I will respect your design decision, and it won't stop me from enjoying the hell out of your game.

My intention is to have no negative modifiers. It simplifies things a bit but I think it was one level of complexity too much with having to worry about negative mods as well. Granted, I may change my mind on that depending on how people end up feeling about the change once it's in.

I love these ideas! Getting a good vibe from all of them, but I'm a little unsure about the monster preferences. Especially considering this involves potential negatives. Are you planning on making preferences along the lines of "Likes X" and "Dislikes Y"? Then everything else would just not trigger events or happiness gain/loss (except maybe adding a preference like you mentioned).

I ask this because if the system is simply "Prefers Z" and EVERYTHING else is bad, that sounds like some really annoying pigeon-holing. This would be especially bad in early game when you simply don't have the resources to match preferences, and you get hammered with negative events you can't avoid and definitely can't afford so early on. I feel it would also be really hard to get two monsters with compatible preferences (e.g. Dickwolf:Prefers Harpy and Harpy:Prefers Dickwolf ... or whatever traits) even in late game.

I do hope its a "Likes/Dislikes" systems where everything else is neutral. Ok that's not entirely true. I hope its just a "Likes" system where everything else if no benefit but doesn't hurt you either. However, it's not my call just my suggestion, because (like previous Anon mentioned) this system might force you to do something that you, yourself, do not prefer; especially since potential negatives are involved.

The freedom to do whatever you want with the monsters is a really big draw of the game. Losing 100gil, 60min, or the remaining breeds/harvests of a monster simply because that monster is picky sounds like a real turn off to me... especially considering how sex crazed they really are in-game.

I think it's gonna be like this: (for example) Your Dickwolf prefers harpies but you gave him Buttstalion. His happiness will decrease but you can still watch him as he's fucking (or being fucked by) Buttstalion.

Well of course you'd still be able to watch them, that's not what I was talking about at all. What I mean is if the system is such that my Dickwolf ONLY likes Harpies (or even several traits) and EVERYTHING else lowers happiness, then that Dickwolf would be useless to me because lowering happiness increases chance of bad events. Now if every monster in game is like this, the game would turn into a constant struggle against happiness and bad events, because even if i breed that Dickwolf with a Harpy, the Harpy might not have Dickwolf on her prefer list, thus happiness goes down, bad events go up.

Like I said, I think it would be much better with a "Like/Dislike" preference, that way you only really have to worry about not breeding with a few things instead of pretty much everything.

I suppose the other option would be to make it relatively easy to get a new trait on the preferences, that way you're only struggling with it for a few days of breeding until they grow to like it. Actually, that doesn't sound too bad. Guess I'll just wait until there's more info on it.

Why not eliminate modifiers for each specific trait, and instead make a single overall modifier for every increased (ex, STR represents EVERY breeding modifier)? Right now, it's a little annoying to pay attention to six different modifiers for six different states for every monster

I love the sound of these overhauls, at least for the most part. You've certainly addressed the biggest of my annoyances: Acquiring a trait that RNG just refuses to give up, Not being able to really tell what kind of breeding modifier you had unless your eyes are damn good, and removing the frustration of having both gold and silver clients demand currently-impossible combinations.

I very much like the sound of the new stats system. Even completely random chance to gain that extra +1 breed per day is far better than "nope, sorry, you're at 999, so you only get +9". No negative mods is slightly disappointing, but, honestly, I tend to breed into all-positive fast enough that it makes sense to just remove it anyway. I also like the idea of more focused, and powerful, stats. Currently they're tedious, but fairly easy to push to levels far beyond what's needed, but aside from STA and FER, they are also not that useful. I do hope that the client demands are a bit more forgiving with this new system, though. Having stock on hand to cover all the different high-stat combinations, as well as All Stats entry will be incredibly tough until the very late game.

The one thing I would LOVE to see that I haven't heard of yet is having an easy way to sort all your monsters. I actually stared naming things "Str+Dex+Sta-" just so I didn't have to click though everything to find the one with the stats I knew I had... somewhere.

In regards to the Pens, I almost prefer the existing "under construction" versions, because I can both see the actual monsters (thus having less required memory for names), and because they do they simple animations on that screen. Any chance we could incorporate those into the Pens with actual scenes?

And finally, the "happiness" system seems like a good candidate for optional content. It could make things too tedious for many players, but a lot of fun for others (especially with the hint of unlocking special scenes).

Well, that ended up being more than I intended to type out, but there you have it. This is an awesome game you have underway! I'm excited to follow along. There are too few fetish games of actual quality out there!

I still think changing the name of the Stamina stat to something like "Endurance" would help make it easier to quickly denote the stats. Right now you have 2 different stats that both start with ST, making that change would allow you indicate each stat with a single letter in a compact UI and would make reading the stat requirements on client cards even faster and clearer.

I know this was update is months old, but wanted to give some input for possible stat changes.

FER is fine for Fertility, but instead of making Will for times fed do you think it might just be better to make another stat called Voracity (VOR)? VOR could apply to # of times the monster can feed as well as possibly slightly increasing potency for the consumables the monster produces.WIL can then be a stat to lower the % chance of getting negatives to stats and also lowering % chance of making Gremlins.